
Monster Sanctuary
If you can stomach a turn-based combat loop that slowly turns into a spreadsheet, Monster Sanctuary hides one of the most satisfying team-building puzzles in the indie RPG space behind its cute pixel art exterior.
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About Monster Sanctuary
I'll be straight with you: Monster Sanctuary is not a shooter, and I came into it with the energy of someone who absolutely does not need another monster-collecting game in their life. About three hours in I had a notebook open next to my keyboard with skill tree notes on it. That should tell you everything. The core concept is a 3v3 turn-based RPG fused with Metroidvania exploration, and unlike most genre mashups that end up awkward, this one actually holds together. Combat runs on a combo system where the order your monsters act in matters enormously. Supports and combo builders go first, loading up stacks of buffs like Might, Sorcery, and Shock, then your damage dealer drops last and dumps everything into a single devastating attack. Get the sequencing wrong and you feel it. Get it right and fights have a satisfying mechanical click to them that most tactics games never achieve. Each of the 111 monsters has its own skill tree, and the equipment layer on top of that, with gear that boosts specific stats like Defense for your Shielders or Magic for cast-heavy builds, adds another axis of decision-making that rewards people willing to dig in. The Metroidvania half is lighter than the combat half - that is worth knowing before you buy. Monster abilities double as world traversal tools. Your glide bird opens aerial paths, your blob can push through water sections, your tank busts hidden walls to uncover chests. It is clever in the way it gates progress through your roster rather than through ability pickups, but if your benchmark for exploration depth is Hollow Knight, pump the brakes. The map is interconnected and worth combing over, but the platforming itself is serviceable rather than precise, and the puzzle density stays pretty thin throughout. Late-game random encounters can also drag - some reviewers clocked battles stretching out past ten minutes as status effect stacks and buff layers compound, and that criticism has teeth. For PVP, you need to grind to Keeper Lancer rank first, which means beating seven Champion Monsters before the online arena even unlocks. Once you get there, duels expand to six-monster rosters with active switching. The PVP meta has real depth - roles split into crit damage dealers, combo builders, healers, offensive buffers, and defensive supports - but the active player count is not massive, and whether you find a queue at any given hour is genuinely variable. If PVP is your primary reason to buy, manage expectations accordingly. If you want the PVP as a cap on a long single-player playthrough, it delivers a nice payoff. The post-launch Randomizer, Bravery, and Permadeath mode combination also adds meaningful replayability if you want a second run with the safety nets removed. The pixel art is clean and the chiptune soundtrack does its job without being intrusive. Story is thin - functional SNES-era plotting that exists to justify the next area unlock. Nobody comes here for the narrative, and that is fine. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- DirectX
- Version 10
- Storage
- 1 GB available space
- Graphics
- GeForce 8800 GT 512 MB, Radeon HD 4870 512 MB
- Processor
- Dual-Core, 2.0 GHz
- Sound Card
- Windows Compatible Sound Card
Recommended
- OS
- Windows 10 64-bit
- Memory
- 4 GB RAM
- DirectX
- Version 10
- Storage
- 2 GB available space
- Graphics
- GeForce GTS 450 or Equivilant
- Processor
- Dual-Core, 3.0 GHz
- Sound Card
- Windows Compatible Sound Card
Reviews & Ratings
Game Info
- Developer
- moi rai games
- Publisher
- Team17
- Release Date
- Dec 8, 2020